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MacMegaPOV v 1.2.1 is now available as a Universal Binary and ready for
beta testing.
It is designed to run on MacOS 10.4.x, on any PPC G5 or Macintosh with
an Intel Core Solo or Intel Core Duo.
It will *not* run on machines with a PPC G4 or G3 at this moment.
It is not tested but should also run on MacOS 10.3.9 (please report if
you test this)
The concept is the same as our previous Carbon and Mach-O version of
MacMegaPOV but the application is rewritten and now uses the Cocoa
framework.
The users manual has been modified to reflect the changes but it is not
a final users manual yet.
For now only a link is provided to download the archive, there is no web
page.
Please be so kind to send all reports and comments to these two
addresses (copy):
yvo### [at] gmxnet (Yvo Smellenbergh)
sme### [at] skynetbe (Rene Smellenbergh);
A very special thank you goes to Widell H. Oskay for his time and effort
to test and improve this application on an Intel based Mac.
And here you can download the goodies:
http://megapov.inetart.net/beta/megapovub_b1.zip
Enjoy and please let us know how this application behaves.
-----------------------------------
MegaPOV at: http://megapov.inetart.net
MacMegaPOV at: http://users.skynet.be/smellenbergh
E-mail: yvo### [at] gmxnet
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> And here you can download the goodies:
> http://megapov.inetart.net/beta/megapovub_b1.zip
>
> Enjoy and please let us know how this application behaves.
>
I have a rat-chewed telephone line lying in the rain-soaked snow. Shivering,
cold. And full of static.
So it will take a while to get this zip file. 8.4 MB!
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> http://megapov.inetart.net/beta/megapovub_b1.zip
>
> Enjoy and please let us know how this application behaves.
>
OK I tried it and it works!
I tried various test files; every scene file which called one of my *own*
#include files, failed to open that file, complaining that a proper
directory path had not been specified, although one had--I used both
directories, the Official v. 3.6 Include folder, and I specified the folder
containing the #include, although it had been my past practice to let POV
find such #includes by itself--if they are in the same directory as the
scene file, it used to be searched by default, right?
At any rate. I gave up on those #include files, and turned to a good
benchmark scene file, in which a 3D kaleidoscope of icosahedral symmetry is
fashioned, and a patterned torus inserted partly within.
Max_trace is set at 5, to avoid horrendous overhead.
Even then, the thing is usually slow to render.
I rendered to a 600 by 600 image, without saving, and with quality set to 9,
Compute Media, and anti-aliasing turned on, type 2.
The results?
On the older, non-Universal MacMegaPOV 1.2, render time was 173 seconds.
On the beta Universal MacMegaPOV 1.2, render time was 43 seconds.
My machine is an iMac Core Duo 20" 2Ghz 2GB.
Thank you thak you thank you thank you thank you!!!!!
Russell Towle
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Russell Towle <rto### [at] inreachcom> wrote:
> I tried various test files; every scene file which called one of my *own*
> #include files, failed to open that file, complaining that a proper
> directory path had not been specified, although one had--I used both
> directories, the Official v. 3.6 Include folder, and I specified the folder
> containing the #include, although it had been my past practice to let POV
> find such #includes by itself--if they are in the same directory as the
> scene file, it used to be searched by default, right?
Yes, and nothing changed about this.
I just verified it and the first path is the path where the source file
is.
You can see all paths in the message window when you render.
The path to the standard POV-Ray include folder is best set in the
application preferences and not in the render preferences panel, but the
result should is the same.
Please verify and e-mail me directly if you can't get it to work, I
might have found a reason why it doesn't work on an Intel Mac.
[...]
> On the older, non-Universal MacMegaPOV 1.2, render time was 173 seconds.
On what kind of machine, the same iMac Core Duo?
> On the beta Universal MacMegaPOV 1.2, render time was 43 seconds.
I received some benchmarks form Windell H. Oskay and those indicated
that the Intel Macs perform very well.
But you can not really compare the G5 iMacs with the intel based
versions because the specifications are far from the same.
> My machine is an iMac Core Duo 20" 2Ghz 2GB.
> Thank you thak you thank you thank you thank you!!!!!
You are welcome,
Yvo
-----------------------------------
MegaPOV at: http://megapov.inetart.net
MacMegaPOV at: http://users.skynet.be/smellenbergh
E-mail: yvo### [at] gmxnet
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> > On the older, non-Universal MacMegaPOV 1.2, render time was 173 seconds.
> On what kind of machine, the same iMac Core Duo?
>
Yes, well, I did the tests on an iMac Core Duo 2Ghz 20". So the older
version of MacMegaPOV had to use Rosetta.
Some further observations:
1. I used the Activity Monitor to find that the new Universal beta will
readily fill the capacity of one processor, and leave the other alone, so
far as I could tell.
2. I finally dragged one of my own #include files to the POV 3.6 Include
directory; and then I could test-render such scenes. They can be complex,
involving thousands of spheres and cylinders and polygons. When I rendered
such a scene, it seemed slow, as though the Universal was having a little
trouble handling the #include data, as tho it were RAM-deficient or
something.
Russell
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From: Oleguer Vilella
Subject: Re: ANNOUNCE: MacMegaPOV Universal Binary Beta 1 ready for download.
Date: 3 Apr 2006 14:46:00
Message: <44316d68$1@news.povray.org>
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Thank you very much Yvo for the ner version, it's works fine with Core Duo.
Regards,
Oleguer
news:web.44314d4886ac38a739b2bf190@news.povray.org...
>
>> > On the older, non-Universal MacMegaPOV 1.2, render time was 173
>> > seconds.
>> On what kind of machine, the same iMac Core Duo?
>>
>
> Yes, well, I did the tests on an iMac Core Duo 2Ghz 20". So the older
> version of MacMegaPOV had to use Rosetta.
>
> Some further observations:
>
> 1. I used the Activity Monitor to find that the new Universal beta will
> readily fill the capacity of one processor, and leave the other alone, so
> far as I could tell.
>
> 2. I finally dragged one of my own #include files to the POV 3.6 Include
> directory; and then I could test-render such scenes. They can be complex,
> involving thousands of spheres and cylinders and polygons. When I rendered
> such a scene, it seemed slow, as though the Universal was having a little
> trouble handling the #include data, as tho it were RAM-deficient or
> something.
>
>
> Russell
>
>
>
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From: Nicolas Calimet
Subject: Re: ANNOUNCE: MacMegaPOV Universal Binary Beta 1 ready for download.
Date: 15 Apr 2006 18:20:26
Message: <444171aa$1@news.povray.org>
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> MacMegaPOV v 1.2.1 is now available as a Universal Binary
You soon might have to update the software list there:
http://en.wikipedia.org/wiki/Universal_binary
;-)
- NC
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Nicolas Calimet <pov### [at] freefr> wrote:
> > MacMegaPOV v 1.2.1 is now available as a Universal Binary
>
> You soon might have to update the software list there:
>
> http://en.wikipedia.org/wiki/Universal_binary
>
> ;-)
? what list? Updating what?
Yvo
--
-----------------------------------
MegaPOV at: http://megapov.inetart.net
MacMegaPOV at: http://users.skynet.be/smellenbergh
E-mail: yvo### [at] gmxnet
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Yvo Smellenbergh <yvo### [at] gmxnet> wrote:
> And here you can download the goodies:
> http://megapov.inetart.net/beta/megapovub_b1.zip
This direct link is no longer valid.
Beta 2 will be announced in a few minutes.
Yvo
--
-----------------------------------
MegaPOV at: http://megapov.inetart.net
MacMegaPOV at: http://users.skynet.be/smellenbergh
E-mail: yvo### [at] gmxnet
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From: Nicolas Calimet
Subject: Re: ANNOUNCE: MacMegaPOV Universal Binary Beta 1 ready for download.
Date: 23 Apr 2006 17:25:13
Message: <444bf0b9$1@news.povray.org>
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> ? what list? Updating what?
Look at the second half of the web page linked previously.
- NC
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